Sphinx of Lore [1/2]Celestial · CR 11
Sphinx of Lore [1/2]Large Celestial, Lawful Neutral
STR18+4DEX15+2CON16+3INT18+4WIS18+4CHA18+4
AC17HP170CR11SPD40 ft., Fly 60 ft.
TRAITS
Inscrutable

No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.

Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.

Sphinx of Lore [2/2]Celestial · CR 11
Sphinx of Lore [2/2]Large Celestial, Lawful Neutral
ACTIONS
Multiattack

The sphinx makes three Claw attacks.

Claw

Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.

Mind-Rending Roar (Recharge 5–6)

Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx’s next turn.

LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair)

Immediately after another creature’s turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.

Arcane Prowl

The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.

Weight of Years

Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can’t take this action again until the start of its next turn.

Sphinx of Lore [1/4]
Large Celestial, Lawful Neutral
11
17Armor Class
170Hit Points
40 ft., Fly 60 ft.Speed
STR18+4
DEX15+2
CON16+3
INT18+4
WIS18+4
CHA18+4

Initiative. +10

Senses. Truesight 120 ft.; Passive Perception 18

Resistances. Necrotic, Radiant

Immunities. Psychic; Charmed, Frightened

Languages. Celestial, Common

Traits

Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.

Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.

Celestial
Monster card
Sphinx of Lore [2/4]
Large Celestial, Lawful Neutral
11
17Armor Class
170Hit Points
40 ft., Fly 60 ft.Speed
STR18+4
DEX15+2
CON16+3
INT18+4
WIS18+4
CHA18+4

Actions

Multiattack. The sphinx makes three Claw attacks.

Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.

Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx’s next turn.

Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove

Celestial
Monster card
Sphinx of Lore [3/4]
Large Celestial, Lawful Neutral
11
17Armor Class
170Hit Points
40 ft., Fly 60 ft.Speed
STR18+4
DEX15+2
CON16+3
INT18+4
WIS18+4
CHA18+4

Actions (cont.)

Curse, Tongues

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.

Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.

Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can’t

Celestial
Monster card
Sphinx of Lore [4/4]
Large Celestial, Lawful Neutral
11
17Armor Class
170Hit Points
40 ft., Fly 60 ft.Speed
STR18+4
DEX15+2
CON16+3
INT18+4
WIS18+4
CHA18+4

Legendary Actions (cont.)

take this action again until the start of its next turn.

Celestial
Monster card

A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.

This stat block is long: it spans 4 cards instead of being truncated. Print them all.

Pick “Save as PDF” as the destination in the print dialog.

Sphinx of Lore — printable monster card

Large Celestial, Lawful Neutral

  • CR 11
  • Celestial
  • Large

Full stat block

Armor Class
17
Hit Points
170
Initiative
+10
Speed
40 ft., Fly 60 ft.
Senses
Truesight 120 ft.; Passive Perception 18
Resistances
Necrotic, Radiant
Immunities
Psychic; Charmed, Frightened
Languages
Celestial, Common
Challenge Rating
11 (7,200 XP)
Proficiency bonus
+4
Skill proficiencies
Perception, Arcana (expertise), History (expertise), Religion (expertise)
Ability scores
STR DEX CON INT WIS CHA
18 +4 15 +2 16 +3 18 +4 18 +4 18 +4

Traits

Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.

Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The sphinx makes three Claw attacks.

Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.

Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx’s next turn.

Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.

Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.

Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can’t take this action again until the start of its next turn.

See also